Well, i kinda believe in two things...
(1) Players should have a chance to gain a feeling of accomplishment. Usually this means havign a goal they can reach, though maybe not the way they most like to reach it.
(2) I don't deprive players of their PCs unless they are either intensely stupid, violate repeatedly some of my base house rules (such as "be a hero"), or request it.
Having said that, i HAVE run two different TORG games that seem to start out with utter disaster and then gvie the players a chacne to redeem themselves. (My favorite, the one I wrote, "Time Pessages" takes them back in time to chnage the situation and then in the end foward again in time to the same scene they strated in, only now armed with what they need to succeed.)
I think that can be VERY satisfying to the players.
The closest I've ever come to running a "Kobiashi-maru" was ANOTHER TORg game I wrote, "The Faustus Project." the players DO end up achieving an important, even critical goal, that they were unaware of to start with. but in the process they discover at the end they have been fighting, and in fact been injuring and/or killing, the people they were originally tasked with saving.
Its a sublte, bitter-sweet sort of thing and I usually don't push it too hard. I make one observation about the battlefield at the end and then leave it at that. One player actually asked me if they had done anything wroign adn i assured him that thre really was no other way the situation coudl have played out and that the scenario is desigend to sucker them in that way.
Players seemed pretty satisfied. My theory is they did so because they coudl stil lsee that they did the best they coudl do with a less then eprfect situation and DID accomplish something significant and important.


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